This is my sandbox page...
- City Improvements:
- Barracks (30/1) land units will be veteran (+50% def/att), damaged land units restored in one turn
- Barracks I obsoleted by Gunpowder (Musketeers), Barracks II obsoleted by Mobile Warfare (Armor)
- Port Facility (60/3) Barracks for sea units
- Airport (120/3) Barracks for air units, can airlift one unit per turn to other city with airport
- City Walls (60/0) +200% def against land units and helicopter (ineffective against airborne and sea units and howitzers) no pop loss if ground unit loses
- Coastal Defense (60/1) +100% def against sea units
- SAM Battery (70/2) +100% def against air units
- SDI Defense (140/4) protection against nukes, +100% def against missiles
- Wonders:
- Great Wall (300/0) works as city wall in every cities (obsoleted by Metallurgy)
- Lighthouse (200/0) makes all new sea units veteran, sea units +1 mov, triremes survive on sea (obsoleted by Magnetism)
- Magellan's Expedition (400/0) sea units +2 mov
- Sun Tzu's War Academy (300/0) makes all new land units veteran, chance of gaining veteran level increases 50%(obsoleted by mobile warfare)
- Manhattan Project (600/0) enables nukes for each player with rocketry
(sustain population & growth)
- Terrain improvement
- Irrigation +1 food (grassland, plains, tundra, desert, hills)
- Farmland (w/ supermarket)
- Buildings:
- Granary (40/1) The amount of stored food will be set to 50% whenever a city shrinks or grows
- Aquaduct (60/2) Allows a city to grow larger than size 8
- Sewersystem (80/2) Allows a city to grow larger than size 12
- Harbour (40/1) +1 food on ocean squares
- Supermarket (80/3) +50% food on squares with farmland
- Wonders:
- Pyramids (200/0) The amount of stored food will be set to 25% (75% with granary) whenever a city shrinks or grows
Shields (production)
Edit
- Terrain improvements:
- Mines (mountains (+1), hills(+3), desert(+1), glacier(+1))
- Railroad +50% shield output
- Buildings:
- Factory (140/4) +50% shield production
- Mfg. Plant (220/6) +100% shield production
- Power plant (130/4) +75% w/ factory +150% w/ Mfg. Plant (polluting)
- Nuclear power plant (120/2) +75% w/ factory +150% w/ Mfg. Plant (polluting)
- Hydro power plant (180/4) +75% w/ factory +150% w/ Mfg. Plant (no pollution) only near river or mountain square
- Offshore platform (ocean) (120/3) +1 shield each ocean square
- Wonders:
- King richards crusade (150/0) +1 shield each square around city (obsoleted by robotics)
- Hoover Dam (600/0) works as hydro plant in every city
- Terrain improvements:
- Road +1 trade (grassland, plains and desert)
- Rivers +1 trade
- Traderoutes (caravan, freight)
- Buildings:
- Super highways (120/3) +50% trade output on each square with (rail)road
- Courthouse (60/1) reduces waste by 50%
- Wonders:
- Colossus (100/0) +1 trade for every square already producing trade (obsoleted by flight)
- specialist (scientist)
- buildings:
- Library(60/1) +100%
- University (120/3) +150%
- Research center (120/3) +200%
- wonders:
- Copernicus Observatory (200/0) - Boosts science 100% in city where it's build
- Isaac Newton College (600/0) - Boosts science 100% in cities with a University
- SETI Program (600/0) - Boosts science 100% in cities with a Research Lab
- Darwin's Voyage (300/0) - 2 free technologies
- Great Library (300/0) - Gets every technology 2 other nations have (obsoleted by electricity)
- specialist (taxman)
- Buildings:
- Marketplace (60/0) +50% Gold + Luxury
- Bank (80/2) +50% Gold + Luxury
- Stock Exchange (120/3) +50% Gold + Luxury
- Wonders:
- Adam Smiths Trading Co (400/0) city improvements which have an upkeep of 1 are free of upkeep for all cities
Luxury / Happiness
Edit
- specialist (entertainer)
- Buildings:
- See Gold buildings
- Temple (30/1) 1 unhappy -> content
- Cathedral (80/3) 3 unhappy -> content (temple needed)
- Coloseum (70/4) 3 unhappy -> content (4 with electricity)
- Police Station (50/2) Reduces the unhappiness caused by military units outside the city by 2 under Democracy and 1 under Republic. This improvement has no effect under other governments.
- Courthouse (60/1) Under Democracy, 1 unhappy -> content
- Wonders:
- Oracle (100/0) 2 unhappy -> content in every city with temple (ie doubles effect temples) (obsoleted by theology)
- Hanging Gardens (200/0) 1 unhappy -> content in every city (2 in city its build) (obsoleted by railroad)
- JS Bach Cathedral (400/0) 2 unhappy -> content in every city
- Cure for Cancer (600/0) 1 unhappy -> content in every city
- Michalangelo's Chapel (400/0) counts as a cathedral in every city
- Shakespears Theatre (200/0) makes all unhappy citizens content in city it's build.
- Women's Suffrage (600/0) counts as a police station in every city
ground unit tree
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sea unit tree
Edit
air unit tree
Edit
| name
| food
| + irrigation
| prod
| + mine
| trade
| road
| move
| def x
| transform
|
| grassland | 2 | 3 (5) | 0 | forest (10) | 0 | 1 (2) | 1 | 1 | hills (24)
|
| grassland + resources | 2 | 3 (5) | 1 | forest (10) | 0 | 1 (2) | 1 | 1 | hills (24)
|
| plains | 1 | 2 (5) | 1 | forest (15) | 0 | 1 (2) | 1 | 1 | grassland (24)
|
| plains + buffalo | 1 | 2 (5) | 3 | forest (15) | 0 | 1 (2) | 1 | 1 | grassland (24)
|
| plains + wheat | 3 | 4 (5) | 1 | forest (15) | 0 | 1 (2) | 1 | 1 | grassland (24)
|
| forest | 1 | plains (5) | 2 | swamp (15) | 0 | 0 (4) | 2 | 1.5 | grassland (24)
|
| forest + pheasant | 3 | plains (5) | 2 | swamp (15) | 0 | 0 (4) | 2 | 1.5 | grassland (24)
|
| forest + silk | 1 | plains (5) | 2 | swamp (15) | 3 | 3 (4) | 2 | 1.5 | grassland (24)
|
| hills | 1 | 2 (10) | 0 | 3 (10) | 0 | 0 (4) | 2 | 2 | plains (24)
|
| hills + coal | 1 | 2 (10) | 2 | 5 (10) | 0 | 0 (4) | 2 | 2 | plains (24)
|
| hills + wine | 1 | 2 (10) | 0 | 3 (10) | 4 | 4 (4) | 2 | 2 | plains (24)
|
| mountains | 0 | - | 1 | 1 (10) | 0 | 0 (6) | 3 | 3 | plains (24)
|
| mountains + gold | 0 | - | 1 | 1 (10) | 6 | 6 (6) | 3 | 3 | plains (24)
|
| mountains + iron | 0 | - | 4 | 5 (10) | 0 | 0 (6) | 3 | 3 | plains (24)
|
| ocean | 1 | - | 0 | - | 2 | - | 1 | 1 | swamp (36)
|
| ocean + fish | 3 | - | 0 | - | 2 | - | 1 | 1 | swamp (36)
|
| ocean + whale | 2 | - | 1 | - | 2 | - | 1 | 1 | swamp (36)
|
| desert | 0 | 1 (5) | 1 | 1 (5) | 0 | 1 (2) | 1 | 1 | plains (24)
|
| desert + oil | 0 | 1 (5) | 4 | 5 (5) | 0 | 1 (2) | 1 | 1 | plains (24)
|
| desert + oasis | 3 | 4 (5) | 1 | 1 (5) | 0 | 1 (2) | 1 | 1 | plains (24)
|
| tundra | 1 | 2 (5) | 0 | - | 0 | 0 (2) | 1 | 1 | desert (24)
|
| tundra + game | 3 | 4 (5) | 1 | - | 0 | 0 (2) | 1 | 1 | desert (24)
|
| tundra + furs | 2 | 3 (5) | 0 | - | 3 | 3 (2) | 1 | 1 | desert (24)
|
| jungle | 1 | grassland (15) | 0 | forest (15) | 0 | 0 (4) | 2 | 1.5 | plains (24)
|
| jungle + gems | 1 | grassland (15) | 0 | forest (15) | 4 | 4 (4) | 2 | 1.5 | plains (24)
|
| jungle + fruit | 4 | grassland (15) | 0 | forest (15) | 1 | 1 (4) | 2 | 1.5 | plains (24)
|
| swamp | 1 | grassland (15) | 0 | forest (15) | 0 | 0 (4) | 2 | 1.5 | ocean (36)
|
| swamp + peat | 1 | grassland (15) | 4 | forest (15) | 0 | 0 (4) | 2 | 1.5 | ocean (36)
|
| swamp + spice | 3 | grassland (15) | 0 | forest (15) | 4 | 4 (4) | 2 | 1.5 | ocean (36)
|
| glacier | 0 | - | 0 | 1 (10) | 0 | 0 (4) | 2 | 1 | tundra (24)
|
| glacier + ivory | 1 | - | 1 | 2 (10) | 4 | 4 (4) | 2 | 1 | tundra (24)
|
| glacier + oil | 0 | - | 3 | 4 (10) | 0 | 0 (4) | 2 | 1 | tundra (24)
|
Non military ground units
Edit
| NAME
| COST
| ATT
| DEF
| MOV
| HP
| FP
| TECH
| NOTE
|
Settlers | 40 | 0 | 1 | 1 | 20 | 1 | | starts cities, can work land
|
Migrants | 15 | 0 | 1 | 1 | 20 | 1 | | like settler but cannot found city, but can add pop to city < 7
|
Workers | 30 | 0 | 1 | 1 | 10 | 1 | Pottery | work land
|
Engineers | 40 | 0 | 2 | 2 | 20 | 1 | Explosives | works twice as fast as workers
|
Caravan | 50 | 0 | 1 | 1 | 10 | 1 | Trade | Establish traderoutes or help build wonder (50)
|
Freight | 50 | 0 | 1 | 2 | 10 | 1 | The corporation | same as caravan +1 move
|
Diplomat | 30 | 0 | 0 | 2 | 10 | 1 | Writing | Diplomatic actions (ie bribe), ignores zoc
|
Spy | 30 | 0 | 0 | 3 | 10 | 1 | Espionage | same as diplomat +1 move
|
Explorer | 30 | 0 | 1 | 1 | 10 | 1 | Seafaring | treats all squares as roads, ignores zoc
|
Leader | 10 | 0 | 1 | 2 | 20 | 1 | | Losing this unit, loses the game. (cannot be build)
|
Land unit table
Edit
| x | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12
|
| 1 |  |  | | | |  | |  | | | |
|
| 2 |  | | |  | | | | | | | |
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| 3 | | |  | | | | | | | | |
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| 4 | | | |  |  |  | | | | | |
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| 5 | | | | |  | | | | | | |
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| 6 | | | | | | | | | | | |
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Military ground units
Edit
| NAME
| COST
| ATT
| DEF
| MOV
| HP
| FP
| TECH
| NOTE
|
Warriors | 10 | 1 | 1 | 1 | 10 | 1 | |
|
Horsemen | 20 | 2 | 1 | 2 | 10 | 1 | Horseback riding |
|
Archers | 30 | 3 | 2 | 1 | 10 | 1 | Warrior code |
|
Phalanx | 20 | 1 | 2 | 1 | 10 | 1 | Bronze working |
|
Chariot | 30 | 3 | 1 | 2 | 10 | 1 | The wheel |
|
Catapult | 40 | 6 | 1 | 1 | 10 | 1 | Mathematics |
|
Legion | 40 | 4 | 2 | 1 | 10 | 1 | Iron working |
|
Pikemen | 20 | 1 | 2 | 1 | 10 | 1 | Feudalism | Gets double defense against units specified as 'mounted'.
|
Knights | 40 | 4 | 2 | 2 | 10 | 1 | Chivalry |
|
Musketeers | 30 | 3 | 3 | 1 | 20 | 1 | Gunpowder |
|
Dragoons | 50 | 5 | 2 | 2 | 20 | 1 | Leadership |
|
Cannon | 40 | 8 | 1 | 1 | 20 | 1 | Metallurgy |
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Riflemen | 40 | 5 | 4 | 1 | 20 | 1 | Conscription |
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Cavalry | 60 | 8 | 3 | 2 | 20 | 1 | Tactics |
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Alpine Troops | 50 | 5 | 5 | 1 | 20 | 1 | Tactics | Ignores terrain effects (treats all squares as roads).
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Marines | 60 | 8 | 5 | 1 | 20 | 1 | Amphibious warfare | Can attack land from ships.
|
Partisan | 50 | 4 | 4 | 1 | 20 | 1 | Guerilla warfare | Ignores terrain effects (treats all squares as roads). Ignores zones of control.
|
Artillery | 50 | 10 | 1 | 1 | 20 | 2 | Machine tools |
|
Armor | 80 | 10 | 5 | 3 | 30 | 1 | Mobile warfare |
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Mech. Inf. | 50 | 6 | 6 | 3 | 30 | 1 | Labor Union |
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Howitzer | 70 | 12 | 2 | 2 | 30 | 2 | Robotics | Ignores city walls.
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Paratroopers | 60 | 6 | 4 | 1 | 20 | 1 | Combined arms | Can be paradropped from a friendly city (Range: 10).
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Sea Units
Edit
| NAME
| COST
| ATT
| DEF
| MOV
| HP
| FP
| CAR
| TECH
|
Trireme | 40 | 1 | 1 | 3 | 10 | 1 | 2 | Map making
|
Caravel | 40 | 2 | 1 | 3 | 10 | 1 | 3 | Navigation
|
Galleon | 40 | 0 | 2 | 4 | 20 | 1 | 4 | Magnetism
|
Frigate | 50 | 4 | 2 | 4 | 20 | 1 | 2 | Magnetism
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Ironclad | 60 | 4 | 4 | 4 | 30 | 1 | | Steam engine
|
Transport | 50 | 0 | 3 | 5 | 30 | 1 | 8 | Industrialization
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Destroyer | 60 | 4 | 4 | 6 | 30 | 1 | | Electricity
|
Cruiser | 80 | 6 | 6 | 5 | 30 | 2 | | Steel
|
Battleship | 160 | 12 | 12 | 4 | 40 | 2 | | Automobile
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Submarine | 50 | 15 | 2 | 5 | 30 | 2 | 8 | Combustion
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AEGIS Cruiser | 100 | 8 | 8 | 5 | 30 | 2 | | Rocketry
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Carrier | 160 | 1 | 9 | 5 | 40 | 2 | 8 | Advanced flight
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Air Units
Edit
| NAME
| COST
| ATT
| DEF
| MOV
| HP
| FP
| FUEL
| TECH
|
Fighter | 60 | 4 | 3 | 10 | 20 | 2 | 1 | Flight
|
Helicopter | 100 | 10 | 3 | 6 | 20 | 2 | | Combined arms
|
Bomber | 120 | 12 | 1 | 8 | 20 | 2 | 2 | Advanced flight
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AWACS | 140 | 0 | 1 | 16 | 20 | 1 | 2 | Advanced flight
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Stealth Bomber | 160 | 18 | 5 | 12 | 20 | 2 | 2 | Stealth
|
Stealth Fighter | 80 | 8 | 4 | 14 | 20 | 2 | 1 | Stealth
|
Cruise Missile | 60 | 18 | 0 | 12 | 10 | 3 | 1 | Rocketry
|
Nuclear | 160 | 99 | 0 | 16 | 10 | 1 | 1 | Rocketry
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